Scaling

Scaling is term used to describe an increase in some of unit's or abilities' Statistics as the match progresses. Scaling can happen on level up or based on time elapsed.

Heroes' and Summons scaling is level- and percentage-based; Every time a Hero gains a level some of their Statistics are increased by a percentage of the previous level's. Exceptions to this are Hero's maximum Mana and Mana regen, which have a level-based linear Scaling. Statistics subjective to percent-based Scaling are Basic Attack damage, Health and Health regen, an Ability's statistics (Damage, Healing and Shield amount) and Summons' health and damage. Most Heroes follow a 4% scaling, but not all. Also, the scaling value for every base stat and ability's stats can be different. Talents that increase an Ability's damage by a flat amount, such as Kael'thas'Convection, are not subjective to Scaling, but Talents that grant an Active, such as Xul'sBone Spear, or deal a separate instance of damage, such as Alarak'sShow of Force, however are.

Minions', Mercenaries', Monsters' and Vehicles' statistics are increased every minute by a unit-specific flat amount, which is multiplied by a scaling factor that increases every 5 minutes. All structures (except the Core) do not scale as the game goes on: They do have a flat amount of health and do a flat amount of damage that is going to feel less and less hurtful during lategame. Unlike most other buildings, the Core's HP and Shields scale from minute 1 to minute 20, capping out at 22,000 life and 11,000 shields for a total of 33,000 HP. So any strength heroes gain past that point just makes killing the Core easier.

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